// Entity Nest --------------------------------------------------------------

ACTOR EntityNest
{
	Radius 84
	Height 47
	+SOLID
	+NOTDMATCH
	+FLOORCLIP
	States
	{
	Spawn:
		NEST A -1
		Stop
	}
}

// Entity Pod ---------------------------------------------------------------

ACTOR EntityPod
{
	Radius 25
	Height 91
	+SOLID
	+NOTDMATCH
	SeeSound "misc/gibbed"

	action native A_SpawnEntity ();

	States
	{
	Spawn:
		PODD A 60 A_Look
		Loop
	See:
		PODD A 360
		PODD B 9 A_NoBlocking
		PODD C 9
		PODD D 9 A_SpawnEntity
		PODD E -1
		Stop
	}
}


// Entity Boss --------------------------------------------------------------

ACTOR EntityBoss : SpectralMonster
{
	Health 2500
	Painchance 255
	Speed 13
	Radius 130
	Height 200
	FloatSpeed 5
	Mass 1000
	Monster
	+SPECIAL
	+NOGRAVITY
	+FLOAT
	+SHADOW
	+NOTDMATCH
	+DONTMORPH
	+NOTARGET
	+NOBLOCKMONST
	+INCOMBAT
	+LOOKALLAROUND
	+SPECTRAL
	+NOICEDEATH
	MinMissileChance 150
	RenderStyle Translucent
	Alpha 0.5
	SeeSound "entity/sight"
	AttackSound "entity/melee"
	PainSound "entity/pain"
	DeathSound "entity/death"
	ActiveSound "entity/active"
	Obituary "$OB_ENTITY"

	action native A_EntityAttack();
	action native A_EntityDeath();

	States
	{
	Spawn:
		MNAM A 100
		MNAM B 60 Bright
		MNAM CDEFGHIJKL 4 Bright
		MNAL A 4 Bright A_Look
		MNAL B 4 Bright A_SentinelBob
		Goto Spawn+12
	See:
		MNAL AB 4 Bright A_Chase
		MNAL C 4 Bright A_SentinelBob
		MNAL DEF 4 Bright A_Chase
		MNAL G 4 Bright A_SentinelBob
		MNAL HIJ 4 Bright A_Chase
		MNAL K 4 Bright A_SentinelBob
		Loop
	Melee:
		MNAL J 4 Bright A_FaceTarget
		MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
		MNAL C 4 Bright
		Goto See+2
	Missile:
		MNAL F 4 Bright A_FaceTarget
		MNAL I 4 Bright A_EntityAttack
		MNAL E 4 Bright
		Goto See+10
	Pain:
		MNAL J 2 Bright A_Pain
		Goto See+6
	Death:
		MNAL L 7 Bright A_SpectreChunkSmall
		MNAL M 7 Bright A_Scream
		MNAL NO 7 Bright A_SpectreChunkSmall
		MNAL P 7 Bright A_SpectreChunkLarge
		MNAL Q 64 Bright A_SpectreChunkSmall
		MNAL Q 6 Bright A_EntityDeath
		Stop
	}
}

// Second Entity Boss -------------------------------------------------------

ACTOR EntitySecond : SpectralMonster
{
	Health 990
	Painchance 255
	Speed 14
	Radius 130
	Height 200
	FloatSpeed 5
	Mass 1000
	Monster
	+SPECIAL
	+NOGRAVITY
	+FLOAT
	+SHADOW
	+NOTDMATCH
	+DONTMORPH
	+NOBLOCKMONST
	+INCOMBAT
	+LOOKALLAROUND
	+SPECTRAL
	+NOICEDEATH
	MinMissileChance 150
	RenderStyle Translucent
	Alpha 0.25
	SeeSound "alienspectre/sight"
	AttackSound "alienspectre/blade"
	PainSound "alienspectre/pain"
	DeathSound "alienspectre/death"
	ActiveSound "alienspectre/active"
	Obituary "$OB_ENTITY"

	action native A_SubEntityDeath ();

	States
	{
	Spawn:
		MNAL R 10 Bright A_Look
		Loop
	See:
		MNAL R 5 Bright A_SentinelBob
		MNAL ST 5 Bright A_Chase
		MNAL U 5 Bright A_SentinelBob
		MNAL V 5 Bright A_Chase
		MNAL W 5 Bright A_SentinelBob
		Loop
	Melee:
		MNAL S 4 Bright A_FaceTarget
		MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
		MNAL T 4 Bright A_SentinelBob
		Goto See+1
	Missile:
		MNAL W 4 Bright A_FaceTarget
		MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0)
		MNAL V 4 Bright A_SentinelBob
		Goto See+4
	Pain:
		MNAL R 2 Bright A_Pain
		Goto See
	Death:
		MDTH A 3 Bright A_Scream
		MDTH B 3 Bright A_TossGib
		MDTH C 3 Bright A_NoBlocking
		MDTH DEFGHIJKLMN 3 Bright A_TossGib
		MDTH O 3 Bright A_SubEntityDeath
		Stop
	}
}